Any stuff related to unofficial F2 patches goes in here!

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That happened to me and switching back to the original (patched 1.02) Fallout.exe file fixed the problem.
 
Any ideas why I can't save games? I've never had this problem with the official patch.
 
Dove said:
Any ideas why I can't save games? I've never had this problem with the official patch.

What happens? - Does it crash? Does it give an error message?

Also, are we sure everything installed correctly? - No patch000.dat is in the folder. Everything was copied over correctly. A new game was begun after installing my patch.
 
Just to be clear, I don't mind increased encounters. Im happy about them actually. Im just not happy that the moment I START traveling, I get an encounter almost every time. Especially after I just had a random encounter.

So its not the frequency bugging me, its the timing. At least give me a days travel or something before the next encounter.
 
Regarding conversation with harold, following the Hydro thread. Theres a line that seems to be odd, but dunno if its a bug.

H "They shoot ghouls on sight, makes conversation a bit tricky."
Me "I wonder if someone else could tell them."

Then it jumps back to him saying we need a hydro.... etc. Seems like he should have something else to say before that step.
 
Hey!, im new to the forum but been playing fallout since i was .. 11 i guess .. and ive been watching the progress that the comunity made through the own made patches mods and god knows what.

And its really magnificent to see the enthousiasm of players/modders. and not to forget the pure skill.

sorry for the bad english and the long story but its my first post and for the first time i have a chance to express myself thorwards the people who gave extra adrenaline in this !!Ride!! called Fallout.

I do have 1 question, does the latest patch of Killap improves the Ammo problem, AP actually damaging armor wearing foes more then hp... (For me always took away the sort of tactical aspect like changing ammo for a specific foe..) I did read before post but couldnt find ...

Thanks for taking the time to read my post,
Fortune and happines to all (especially to those who sacrifice time to keep fallout standing tall and proud in this crazy game age)

Bye
 
Having big trouble here. I couldn't find an answer to this so here goes.

I installed a fresh blank copy of FO2 and installed the MIB888 mod as per the instructions. No patch file, everything in its place etc. I ran the game and started outside the temple. Everything looks fine, Klint offers to help but...when I enter the temple all I get is a blank map. The characters and the mouse cursor start repeating themselves if I move and there is no exit. I cant figure out whats gone wrong?! :/

EDIT: Ok got it working! For some reason some of the files weren't overwriting properly. Copying the files by hand and setting the read only attrib's made it work. :)
 
killap said:
Dove said:
Any ideas why I can't save games? I've never had this problem with the official patch.

What happens? - Does it crash? Does it give an error message?

Also, are we sure everything installed correctly? - No patch000.dat is in the folder. Everything was copied over correctly. A new game was begun after installing my patch.
Everything was installed correctly as far as I can tell. The game itself runs perfect, random encounters are as normal as I can tell, no bugs run into.

I get an "error saving game" message, not sure of exactly what it says. Never run into it before. Game doesn't crash, it just doesn't allow a save. Maybe just a random thing, I'm going to try restarting from the beginning and see if it happens again.
 
Ok, I fresh-installed FO2 yesterday and installed the newest killap patch. Didn't notice anything odd at first, all seemed to work fine. So I get to Klamath, I get Sulik, then go talk to Tor to help him. Well, I'm out there, kill a scorpian, kill the duntons, kill the rest of the scorps and talk to torr. He gives me the thanks and happy green text. I then went to pipboy to look at something, went to the quests part the Torr quest isn't crossed out, and on further notice it has Redding Listed and under it I've apperntly done the Window Ronney quest and Cleared out the mine, as both are ther eand crossed out. Despite the fact I haven't even talked to anyone about redding, where it is, or ever gone near it.. Which, makes for a rather odd development in the whole scheme of things.
 
Mogymog said:
Ok, I fresh-installed FO2 yesterday and installed the newest killap patch. Didn't notice anything odd at first, all seemed to work fine. So I get to Klamath, I get Sulik, then go talk to Tor to help him. Well, I'm out there, kill a scorpian, kill the duntons, kill the rest of the scorps and talk to torr. He gives me the thanks and happy green text. I then went to pipboy to look at something, went to the quests part the Torr quest isn't crossed out, and on further notice it has Redding Listed and under it I've apperntly done the Window Ronney quest and Cleared out the mine, as both are ther eand crossed out. Despite the fact I haven't even talked to anyone about redding, where it is, or ever gone near it.. Which, makes for a rather odd development in the whole scheme of things.

Do you by chance have a patch000.dat file in your Fallout directory? Also, what version of my patch did you install and what version of Fallout 2 did you have before installing the patch.

@ Per
I am still finishing up several things at the Uni. I have not forgotten your questions. Though I could probably shoot off quick answers to them, I want to at least take the time and answer them in details. Sorry for the immense delay.
 
I have Version A, and the FO2 that has the patch000.dat, but I removed the patch000.dat before installing the patch as it said in the instructions
 
Well ok, so I just wanted to try something out and started a new game and got to where I was before and did all the same things. This time, it looked normal. There wasn't any stuff from Redding, all the quests marked out right, and so forth. So maybe it was just some odd quirk or who knows what.
 
Killap, I have a question for you. I've seen that was an ending intended for the First Citizen Lynette(aka the frigid bi.ch). Will you add that one in your next patch?

"The Vault City that I helped establish was to outlast me and continue on for many more years. In the elections that occurred after the destruction of the remnants of the United States government, Senior Council Member McClure was appointed First Citizen and I retired to honorary council member status.

With my new free time, I traveled south to NCR and met the NCR President.

I was responsible for much of the legislation that followed in the years between NCR and our City."

Pretyy much the reverse of what happens to Westin. The rise of power of McClure can be explained by the fact that he is open-minded, it's a lot more diplomatic than Lynette and he know when to make compromises(after all politics is about making a lot of compromises for the things to work properly). Also that rise to power comes with the help of Chosen One and the ghouls in Gecko(the optimisation of the nuclear power plant and the economic disk).
 
Finals are over and I finally got a chunk of time to work on Fallout and answer questions.

Now on to your questions Per. Again sorry for the delay.

Buying the false citizen papers from Wallace and then turning him in no longer prevents you from ever becoming a real citizen.
Per said:
How does this happen? I looked at the scripts and couldn't find any apparent reason. Buying the false papers sets GVAR_VAULT_CITIZEN to CITIZEN_SKEEVE_GIVEN_FAKE, turning him in does nothing in particular, and later when you talk to McClure you become a citizen unless GVAR_VAULT_CITIZEN is already CITIZEN_REAL_CITIZEN or CITIZEN_CAPTAIN_GUARD, in which case you obviously don't need it.
Actually, ignore that one. This is not an issue and it should not have been added to the list.

Description of Zip gun has been changed to reflect that a ST of 4 is needed, rather than 3.
Per said:
Z-zip Gun?
Yes, I know. It was in an older version of my patch and I just corrected an error in the damage description. I realize adding the gun is not a true "fix."


Corrected an error that could cause Chris in Navarro to end up in a looping dialouge.
Per said:
Could you say where I should look for this?
Well, it is not technically a "loop" he gets in to. The issue is that he will say the same thing each time you return. The problem is that the if you provoke him and choose the attack option rather than the "what the heck are you doing" when he pulls out the radio, the variable that sets him angry is not set. So if you run away without hurting him and come back he will act like nothing happened and do the same dialogue options with you again. I believe it was set like this so that you were able to attack him before he could warn the base. The problem is, if you ran away, Chris would forget he is mad and act like nothing happened. Now, if you run away and come back Chris is angry and the base is on full alert.

Killing Anna the ghost now sets her quest to failure.
Per said:
You couldn't make her unkillable?
I did not attempt to. I had fixed several other npcs so that killing them set their quests to failure when they died. I just did the same with her.

You can now install the fuel cell regulator yourself rather than having Smitty do it.
Per said:
Seems like an add-on thing. Didn't you have to make up some Repair difficulty?
Yes, to some degree it does sound like an addon thing. I did, however, just keep the same repair difficulty that was used for installing the fuel cell controller. Repair check of 100.

Having Badger siphon the fuel from the Hobbologist to the tanker no longer sets the variable of successfully completing the quest to get fuel for the Hubbologists. Instead the variable for filling the tanker is set.
Per said:
Interesting, I didn't know about this bug.

Yes, for some reason when you ask to siphon fuel from the Hubbologists he sets "COMPLETE_ELRON_GAS_QUEST;" when you talk with him after he completes it.

Per said:
Also, I found two new bugs concerning Lloyd in New Reno. Firstly, the script calls set_lloyd_traps on at least two occasions when it seems it should be set_lloyd_run. Looking at your corrections file just now, I see you've already fixed that. Anyway, node 950 also contains a Sneak check that should be a Traps check.

Node 950 has been corrected. Thanks!
 
Here is a small problem in your last patch. The Westin quest to guard the brahmin it's not barred once you've completed it. You get the proper amount of XP, but the quest it's still marked as not made.
 
wolfsrain said:
Here is a small problem in your last patch. The Westin quest to guard the brahmin it's not barred once you've completed it. You get the proper amount of XP, but the quest it's still marked as not made.

Do you have a save game for this? Please e-mail it to me if you do. (use the address in the readme file of my patch). Also, what are the specific steps to reproduce this? I am fairly certain this quest used to cross out once completed.
 
Weird thing. I've loaded a game prior of whacking Mr.Bishop in New Reno and the quest checked. But as you can see of the save that I've sent, which is after I've received the quest to kill Westin, got Westin counterproposal and used the assassination(the safe trap) on Mr. Bishop, the brahmin guard wasn't checked, despite the fact that I've made everything by the book and received the XP from the job.
 
wolfsrain said:
Weird thing. I've loaded a game prior of whacking Mr.Bishop in New Reno and the quest checked. But as you can see of the save that I've sent, which is after I've received the quest to kill Westin, got Westin counterproposal and used the assassination(the safe trap) on Mr. Bishop, the brahmin guard wasn't checked, despite the fact that I've made everything by the book and received the XP from the job.

Hmm.. ok I shall take a look. You say you e-mailed the save file? If so I have not received it as of now. Did you use the address in the readme file?
 
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